Team control point master: Difference between revisions
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(added keyvalues play_all_rounds and score_style) |
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* '''switch_teams''' | * '''switch_teams''' | ||
: <[[boolean]]> Switch the teams when one team has won the map and the game is going to be reset. | : <[[boolean]]> Switch the teams when one team has won the map and the game is going to be reset. | ||
* '''play_all_rounds''' | |||
: <choices> Control whether the game can end after any [[team_control_point_round]]. (e.g. map changing on map time expiring) | |||
:{| | |||
! Literal Value || Description | |||
|- | |||
| 0 || Game can end after any round finishes. | |||
|- | |||
| 1 || Game can only end after a team fully wins. (i.e. Dustbowl: either Blue caps the final point, or time expires and Red wins) | |||
|} | |||
* '''score_style''' | |||
: <choices> Controls the scoring system for each team. | |||
:{| | |||
! Literal Value || Description | |||
|- | |||
| 0 || Teams earn one team point for a win. | |||
|- | |||
| 1 || Teams earn one team point every time that team captures a control point in addition to one team point for a win.<br>If the win is triggered by taking the last capture point, only one point is awarded. (i.e. Dustbowl: Blue earns one point per capture point taken) | |||
|} | |||
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== Flags == | == Flags == |
Revision as of 02:40, 15 January 2008
Entity description
Control point master.
Request: can somebody add a little more info here: what does this entity do? What is the entity used for?
Availability
This point entity is exclusive to Team Fortress 2.
Keyvalues
- Template:Kv targetname
- Template:Kv enabledisable
- team_base_icon_2
- <material> Material for the RED Base icon.
- team_base_icon_3
- <material> Material for the BLU Base icon.
- caplayout
- <string> A string that tells the HUD how to lay out the cap points. It should be a string with indexes of cap points separated by commas to denote a new line. So <2,0 1> would create a pyramid, with cap point 2 on the top and cap points 0 & 1 on the bottom.
- cpm_restrict_team_cap_win
- <choices> Prevent this team from winning by capping all the points. This field is ignored if you're using one or more team_control_point_round in your map (set this field inside the rounds).
Literal Value Description 0 Neither 2 RED 3 BLU
- switch_teams
- <boolean> Switch the teams when one team has won the map and the game is going to be reset.
- play_all_rounds
- <choices> Control whether the game can end after any team_control_point_round. (e.g. map changing on map time expiring)
Literal Value Description 0 Game can end after any round finishes. 1 Game can only end after a team fully wins. (i.e. Dustbowl: either Blue caps the final point, or time expires and Red wins)
- score_style
- <choices> Controls the scoring system for each team.
Literal Value Description 0 Teams earn one team point for a win. 1 Teams earn one team point every time that team captures a control point in addition to one team point for a win.
If the win is triggered by taking the last capture point, only one point is awarded. (i.e. Dustbowl: Blue earns one point per capture point taken)
Inputs
- <integer> Set the winner of the round to this team (0 for a stalemate, 2 for RED, 3 for BLU).
- SetCapLayout
- <string> Set the cap layout string.
Outputs
- Template:O targetname
- OnWonByTeam1
- Sent when RED wins the game.
- OnWonByTeam2
- Sent when BLUE wins the game.